I recently bought the core rulebook for Numenera. As well as reading through it to learn the system, I've been reading online reviews. It seems from reading what other experienced Role-Players think, that there is one point people always seem to mention:
XP can be spent for short-term or long-term gain.
Examples:
- Permanent advancement (4 XP)
- Story benefit (3 XP)
- Temporarily have a skill (2 XP)
- Re-roll a die (1 XP)
- Decline a GM "intrusion" (1 XP)
This video provides an introduction to gaining and spending XP in Numenera.
Problem
The main issue with this is that it encourages people to hoard XP, even though that clearly wasn't the intent of the system. I'm concerned that some players will solely buy advancements, where-as others might try enhance the story or gain short-term benefits.
This could lead to a party imbalance, sure, but there's also the issue that it means that people aren't really getting the full spectrum the XP system has to offer.
Potential Solutions
I'm looking for interesting ways I can encourage all players to use XP in different ways. Here are some initial house-rules I have heard of:
- Give half XP as short-term and half as long-term
- XP is used for short-term benefits only. Once it has been spent, it is then put in a separate pool to be used for long-term benefits.
Question
- What are the advantage/disadvantages to the house-rules mentioned above?
- Is there a more elegant or more balance way to encourage an XP spend spread without increasing advancement rate too much.
N.B. It is worth mentioning that I am interested in solutions suitable to medium/long campaigns.